Re: [opensource-dev] Quicktime

2016-04-20 Thread Andromeda Quonset
There is a comment that says it is a test to see what breaks 
when   Quicktime support is removed.


At 09:50 PM 4/20/2016, you wrote:
Quite a few widely used SL TV sets still use quicktime media. Those 
TV sets no longer play the movies now I've uninstalled quicktime 
from my Windows box.
It appears LL are removing quicktime support from their viewer 
https://bitbucket.org/callum_linden/viewer-release-noqt



--
Date: Wed, 20 Apr 2016 17:29:52 -0700
From: darien.caldw...@gmail.com
To: opensource-dev@lists.secondlife.com
Subject: Re: [opensource-dev] Quicktime

Actually after more testing, I do see there's one last vestige 
Quicktime is required for, and that's MP4 video streams. Won't work without it.


But MP3 audio streams don't require Quicktime anymore, which was 
what I was basing my observation on. So I guess we were both right 
to some extent. If you don't watch MP4 videos on your parcel, (I 
certainly don't), you don't need Quicktime installed on your PC.
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

[opensource-dev] Quicktime

2016-04-19 Thread Andromeda Quonset
In the past, I have been setup for compiling the viewer under 
VS2005.  I haven't done any  viewer-compiling for several years.  One 
thing I remember having to do to setup that compiling environment is 
install the QuicktimeSDK that I had to independently download from 
Apple, and it took a very long time to install.

Now I am seeing a lot of messages urging all Windows users to 
uninstall Quicktime, that it will never be updated for Windows, and 
that it hasn't been updated for 10 years.  So the first question is 
"does uninstalling Quicktime have an impact on Second Life?  The 
second question might be 'do I still need the QuicktimeSDK for 
compiling viewers?  Or is there some substitute by now?

In trying to find out more info about Quicktime, I find leads that 
Homeland Security issued the warning.  Then I find Homeland Security 
copied a noticed from CERT, who copied a notice from Comodo.and 
then I start having a few doubts  about the warning being quite as 
dire as I first read.

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Draft update to the Contribution Agreement

2013-10-07 Thread Andromeda Quonset
At 10:50 AM 10/7/2013, you wrote:

>This CA, just like the previous one, violates the contributors' right
>to privacy by requesting the contributor's snail mail address and phone
>number (!?!?!) and as such, is illegal in France (law "Informatique et
>Liberté": http://www.cnil.fr/fileadmin/documents/en/Act78-17VA.pdf - See
>chapter II, article 6, paragraph 3).
>Note that such info is not only excessive for the purpose (in case of a
>legal dispute, an US judge can get my private address from the French
>justice, based on my IP address which my ISP will be legally tied to
>disclose on a judge's demand), but it is also unreliable and thus,
>perfectly useless (what about persons who move or simply change their
>ISP and thus their phone number ?).
>
>I will not sign such a CA... unless Linden Lab's employees all provide
>me with their own snail mail address and private phone numbers, LOL !!!
>
>Henri.

Henri:

I am simply curious and don't want to cause any 
argument or additional arguments about the 
matter, and I support everyone's rights to privacy.

I just looked at 
http://www.cnil.fr/fileadmin/documents/en/Act78-17VA.pdf 
- See chapter II, article 6, paragraph 3

That reads as follows:

3° they shall be adequate, relevant and not 
excessive in relation to the purposes for which they are
obtained and their further processing;

I don't understand how that applies.

The other question I would ask you:  when you 
register any original written work for a 
copyright in France, don't you have to put in 
some kind of identifying information?

Regards,
Andromeda Quonset 

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


[opensource-dev] strange messages

2012-04-23 Thread Andromeda Quonset
So far today, I have had 2 strange messages forwarded to my email 
from Second Life.  The messages were not formatted as I would expect: 
they had a graphic in them.  Replies to the messages bounce back.  Is 
there some work going on?

--Andro

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


[opensource-dev] strange messages

2012-04-23 Thread Andromeda Quonset
So far today, I have had 2 strange messages forwarded to my email 
from Second Life.  The messages were not formatted as I would expect: 
they had a graphic in them.  Replies to the messages bounce back.  Is 
there some work going on?

--Andro

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-14 Thread Andromeda Quonset
If we had viewer-side AO's, I am wondering about a couple of things, 
and maybe I just don't get it:

1.  Would the only person that sees "us" animating just be 
ourselves?  Or would other people in-world be able to see the 
identical animation?  If so, does that mean the animation is stored 
locally with the client, on the client computer, and is a constant 
upload stream to the grid while it is playing?  That doesn't sound 
like an improvement to me.  More like a bandwidth-hog.

2..  If the animation is not stored on the client system with the 
viewer, then what could the point possibly be of even having it?

3.  Could somebody please deprecate all this mesh stuff from the grid?

--Andro

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] attempting to compile a viewer

2011-01-30 Thread Andromeda Quonset
No, I'm using the full VS2005 Professional, and I 
verified that the file is present.

At 08:20 PM 1/30/2011, Liny Odell wrote:
>At this point, I was successful in running python develop.py -G VC80,
>but I did have 1 error message about not finding devenv.com, which I
>was able to find with no effort, so I don't know why the error came
>up.
>
>Your using the express edition arnt you? Because that file only comes
>with pro or higher.
>
>On Sun, Jan 30, 2011 at 6:13 PM, Andromeda Quonset
> wrote:
> > I want to thank everyone who helped me with getting the viewer to compile.
> > I also want to post this here for future reference, and anyone else having
> > trouble.
> >
> > First, I have been successful in compiling a viewer, and running it from
> > within VS2005.
> >
> > Here is what I did:
> >
> > 1.  I uninstalled all the Python interpreters that were installed.
> > 2.  I installed Python 2.7.1.  This time, I installed the 64-bit version
> > that I had overlooked earlier.
> > 3.  I had to manually add the path to the Python directory.
> >
> > I ran:
> >
> > python develop.py -G VC80
> >
> > and after it did a few things including 
> verifying that VS was working, I had
> > an error message that the python interpreter couldn't be found.
> > I stumbled across http://wiki.secondlife.com/wiki/Talk:CMake and found a
> > solution by adding
> >
> > [HKEY_LOCAL_MACHINE\\SOFTWARE\\Python\\PythonCore\\2.7\\InstallPath]
> >
> > to my \linden\indra\cmake\Python.cmake file.
> >
> > At this point, I was successful in running python develop.py -G VC80, but I
> > did have 1 error message about not finding devenv.com, which I was able to
> > find with no effort, so I don't know why the 
> error came up.  Ignoring it, I
> > went on with the steps in the wiki, and I was 
> successful in building 1.23.4,
> > and runing a debug version without debugging, and successfully logged-on to
> > the grid.
> >
> > I don't know if the devenv.com is going to come back and bite me.
> >
> > Andro
> >
> >
> >
> >
> > ___
> > Policies and (un)subscribe information available here:
> > http://wiki.secondlife.com/wiki/OpenSource-Dev
> > Please read the policies before posting to keep unmoderated posting
> > privileges
> >

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] attempting to compile a viewer

2011-01-30 Thread Andromeda Quonset

I want to thank everyone who helped me with getting the viewer to compile.
I also want to post this here for future reference, and anyone else 
having trouble.


First, I have been successful in compiling a viewer, and running it 
from within VS2005.


Here is what I did:

1.  I uninstalled all the Python interpreters that were installed.
2.  I installed Python 2.7.1.  This time, I installed the 64-bit 
version that I had overlooked earlier.

3.  I had to manually add the path to the Python directory.

I ran:

python develop.py -G VC80

and after it did a few things including verifying that VS was 
working, I had an error message that the python interpreter couldn't be found.
I stumbled across http://wiki.secondlife.com/wiki/Talk:CMake and 
found a solution by adding


[HKEY_LOCAL_MACHINE\\SOFTWARE\\Python\\PythonCore\\2.7\\InstallPath]

to my \linden\indra\cmake\Python.cmake file.

At this point, I was successful in running python develop.py -G VC80, 
but I did have 1 error message about not finding devenv.com, which I 
was able to find with no effort, so I don't know why the error came 
up.  Ignoring it, I went on with the steps in the wiki, and I was 
successful in building 1.23.4, and runing a debug version without 
debugging, and successfully logged-on to the grid.


I don't know if the devenv.com is going to come back and bite me.

Andro



___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] attempting to compile a viewer

2011-01-30 Thread Andromeda Quonset

Ok, thanks!
 Using configure as you pointed out produces the same error results 
as I previously posted.

Ignoring those, I then did:

develop.py build

and I got back the message: run "develop.py cmake" first

Which I did, and got back the message: run "develop.py cmake" first again.


At 02:40 AM 1/30/2011, Alexandrea Fride wrote:

its is

develop.py -G VC80 configure

you forgot to but configure after
after that you can use

develop.py build

or opening project files and build there
From: <mailto:andromedaquon...@gmail.com>Andromeda Quonset
Sent: Sunday, January 30, 2011 10:35 AM
To: 
<mailto:opensource-dev@lists.secondlife.com>opensource-dev@lists.secondlife.com 


Subject: Re: [opensource-dev] attempting to compile a viewer

I have gotten a little farther, but I am still having an issue:

E:\linden\indra>develop.py -G VC80
Running 'cmake -G "Visual Studio 8 2005" -DSTANDALONE:BOOL=OFF 
-DUNATTENDED:BOOL
=OFF -DROOT_PROJECT_NAME:STRING=SecondLife "" "E:\\linden\\indra"' 
in 'build-VC8

0'
-- Check for working C compiler using: Visual Studio 8 2005
-- Check for working C compiler using: Visual Studio 8 2005 -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler using: Visual Studio 8 2005
-- Check for working CXX compiler using: Visual Studio 8 2005 -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
Traceback (most recent call last):
  File "install.py", line 80, in ?
from indra.base import llsd
  File "E:\linden\indra\lib\python\indra\base\llsd.py", line 37, in ?
from indra.util.fastest_elementtree import ElementTreeError, fromstring
  File 
"E:\linden\indra\lib\python\indra\util\fastest_elementtree.py", line 62,

in ?
from xml.etree.ElementTree import *
ImportError: No module named etree.ElementTree
CMake Error at cmake/Prebuilt.cmake:39 (message):
  Failed to download or unpack prebuilt 'ogg-vorbis'.  Process returned 1.
Call Stack (most recent call first):
  cmake/Audio.cmake:11 (use_prebuilt_binary)
  llaudio/CMakeLists.txt:6 (include)


-- Configuring incomplete, errors occurred!
Cleaning 'build-VC80'
Error: the command 'cmake' exited with status 1

E:\linden\indra>

This is VS2005 Professional, not the express version.
The system I am running on is Windows 7 x64, and I am not trying to 
produce a 64-bit viewer.


I have gane back through the archives for this list, and I've found 
a few other instances of the same error message:


Failed to download or unpack prebuilt 'ogg-vorbis'.  Process returned 1.

and one person solved it by manually downloading it, and saving it 
in a temp directory.  That doesn't seem to have worked for 
me.  Either the problem here is something else, or I am putting it 
in the wrong temp directory.


I am using Python 2.5 and CMake 2.8.3  Should I be using other 
versions instead?


Thanks in advance!
Andro

At 09:43 PM 1/29/2011, you wrote:

some of this might help you. make sure you have Python Installed

Good Luck,

<https://wiki.secondlife.com/wiki/Talk:Microsoft_Windows_Builds#VC.2B.2B_Express_2005_Settings_that_resulted_in_a__successful_build_of_snowglobe_2.0>https://wiki.secondlife.com/wiki/Talk:Microsoft_Windows_Builds#VC.2B.2B_Express_2005_Settings_that_resulted_in_a__successful_build_of_snowglobe_2.0 
.



From: Andromeda Quonset 
To: opensource-dev@lists.secondlife.com
Sent: Sat, January 29, 2011 9:06:16 PM
Subject: [opensource-dev] attempting to compile a viewer

I am using VS2005, attempting to compile viewer 1.22 (I wanted to
start with 1.23.5, but the source seems unavailable).

My problem ATM is with running <http://develop.py>develop.py

I am getting the following error message:


CMake Error at cmake/Python.cmake:47 (message):
  No Python interpreter found
Call Stack (most recent call first):
  cmake/Prebuilt.cmake:3 (include)
  cmake/Audio.cmake:2 (include)
  llaudio/CMakeLists.txt:6 (include)


-- Configuring incomplete, errors occurred!
Cleaning 'build-vc80'
Error: the command 'cmake' exited with status 1

There are some messages prior to this, but they seem to be warnings
related to a lack of CMakeLists.txt in the Input directories, and I
assume I can ignore them for now.

___
Policies and (un)subscribe information available here:
<http://wiki.secondlife.com/wiki/OpenSource-Dev>http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting 
privileges



--
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] attempting to compile a viewer

2011-01-30 Thread Andromeda Quonset

I have gotten a little farther, but I am still having an issue:

E:\linden\indra>develop.py -G VC80
Running 'cmake -G "Visual Studio 8 2005" -DSTANDALONE:BOOL=OFF 
-DUNATTENDED:BOOL
=OFF -DROOT_PROJECT_NAME:STRING=SecondLife "" "E:\\linden\\indra"' in 
'build-VC8

0'
-- Check for working C compiler using: Visual Studio 8 2005
-- Check for working C compiler using: Visual Studio 8 2005 -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler using: Visual Studio 8 2005
-- Check for working CXX compiler using: Visual Studio 8 2005 -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
Traceback (most recent call last):
  File "install.py", line 80, in ?
from indra.base import llsd
  File "E:\linden\indra\lib\python\indra\base\llsd.py", line 37, in ?
from indra.util.fastest_elementtree import ElementTreeError, fromstring
  File 
"E:\linden\indra\lib\python\indra\util\fastest_elementtree.py", line 62,

in ?
from xml.etree.ElementTree import *
ImportError: No module named etree.ElementTree
CMake Error at cmake/Prebuilt.cmake:39 (message):
  Failed to download or unpack prebuilt 'ogg-vorbis'.  Process returned 1.
Call Stack (most recent call first):
  cmake/Audio.cmake:11 (use_prebuilt_binary)
  llaudio/CMakeLists.txt:6 (include)


-- Configuring incomplete, errors occurred!
Cleaning 'build-VC80'
Error: the command 'cmake' exited with status 1

E:\linden\indra>

This is VS2005 Professional, not the express version.
The system I am running on is Windows 7 x64, and I am not trying to 
produce a 64-bit viewer.


I have gane back through the archives for this list, and I've found a 
few other instances of the same error message:


Failed to download or unpack prebuilt 'ogg-vorbis'.  Process returned 1.

and one person solved it by manually downloading it, and saving it in 
a temp directory.  That doesn't seem to have worked for me.  Either 
the problem here is something else, or I am putting it in the wrong 
temp directory.


I am using Python 2.5 and CMake 2.8.3  Should I be using other 
versions instead?


Thanks in advance!
Andro

At 09:43 PM 1/29/2011, you wrote:

some of this might help you. make sure you have Python Installed

Good Luck,

<https://wiki.secondlife.com/wiki/Talk:Microsoft_Windows_Builds#VC.2B.2B_Express_2005_Settings_that_resulted_in_a__successful_build_of_snowglobe_2.0>https://wiki.secondlife.com/wiki/Talk:Microsoft_Windows_Builds#VC.2B.2B_Express_2005_Settings_that_resulted_in_a__successful_build_of_snowglobe_2.0.


From: Andromeda Quonset 
To: opensource-dev@lists.secondlife.com
Sent: Sat, January 29, 2011 9:06:16 PM
Subject: [opensource-dev] attempting to compile a viewer

I am using VS2005, attempting to compile viewer 1.22 (I wanted to
start with 1.23.5, but the source seems unavailable).

My problem ATM is with running <http://develop.py>develop.py

I am getting the following error message:


CMake Error at cmake/Python.cmake:47 (message):
  No Python interpreter found
Call Stack (most recent call first):
  cmake/Prebuilt.cmake:3 (include)
  cmake/Audio.cmake:2 (include)
  llaudio/CMakeLists.txt:6 (include)


-- Configuring incomplete, errors occurred!
Cleaning 'build-vc80'
Error: the command 'cmake' exited with status 1

There are some messages prior to this, but they seem to be warnings
related to a lack of CMakeLists.txt in the Input directories, and I
assume I can ignore them for now.

___
Policies and (un)subscribe information available here:
<http://wiki.secondlife.com/wiki/OpenSource-Dev>http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

[opensource-dev] attempting to compile a viewer

2011-01-29 Thread Andromeda Quonset
I am using VS2005, attempting to compile viewer 1.22 (I wanted to 
start with 1.23.5, but the source seems unavailable).

My problem ATM is with running develop.py

I am getting the following error message:


CMake Error at cmake/Python.cmake:47 (message):
   No Python interpreter found
Call Stack (most recent call first):
   cmake/Prebuilt.cmake:3 (include)
   cmake/Audio.cmake:2 (include)
   llaudio/CMakeLists.txt:6 (include)


-- Configuring incomplete, errors occurred!
Cleaning 'build-vc80'
Error: the command 'cmake' exited with status 1

There are some messages prior to this, but they seem to be warnings 
related to a lack of CMakeLists.txt in the Input directories, and I 
assume I can ignore them for now.

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Very Strange occurrence...

2010-12-29 Thread Andromeda Quonset

Trilo,

I had the ???'s displaying last night on my friends list for quite 
awhile, and I have never had a Display Names capable viewer even 
installed.  The version 1.xx viewer I use predates by several months, 
and I am posting to let anyone know that the problem is not "only 
appears to be happening on Display Names capable viewers".


Andro

At 09:46 AM 12/29/2010, Trilo Byte wrote:

It's not you, it's been happening to others.  A lot.

Before Christmas it happened much less frequently, but since then 
the phenomenon's been occurring at least once a day.  Sometimes 
they're ??? at login, sometimes they show properly at first and then 
flip to ??? on their own.  Sometimes the ???'s remain throughout the 
session, and sometimes they flip back to show the correct names.  It 
happens regardless of whether the user has a Display Name set or not.


I've also noticed that if someone with a ??? name types an action in 
group chat (line starting with /me) it displays their user 
name.  Also, sometimes, if you look up the profile of a person 
showing ??? it shows the correct name on the profile.  As far as I 
can tell, it's a server-side condition that only appears to be 
happening on Display Names capable viewers.


https://jira.secondlife.com/browse/DN-202

On Dec 29, 2010, at 7:36 AM, Ponzu wrote:

Last night I was using the 2.5 beta I had just built from the 
weekend's changes, and this odd thing happened...


I logged in.  My friends list showed ???.  (Odd, the pictures load 
OK, but not the names.)  I had been logged in about 15 minutes.


Then I got an IM from Grumpity Productengine.  So far as I know, I 
don't know Grumpity.  I assumed it was someone from this list.  The 
text of the message was something like, "Hi.  I was between 
Highland and La Brea on Franklin, so I thought of you."  This 
message is significant to me, but I don't know how any 
Productengines would know that.


So, I started having a conversation with Grumpity, trying to hide 
my embarrassment about not really knowing who it was.


After two or three minutes, I noticed that Grumpity was now 
???.  After a bit of conversation, I finally figured out I was 
talking to a friend named Aphrodite Tagore.  After ten minutes 
more, the ??? changed to Aphrodite Tagore and all was more or less 
normal (snafu 8-).


No, I do not have a repro.  No, I was not stoned beyond oblivion.

Just reporting on the off chance that someone will find the 
information useful for debugging some display name problem or something.


regards,
ponzu
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] Request for feedback - Preferences Cleanup

2010-11-08 Thread Andromeda Quonset
I hadn't thought of "mute"  that way.  Perhaps "ignore" would be 
better.  Or NULL.


At 11:22 AM 11/8/2010, you wrote:
That mute button sometimes does the opposite of what "mute" means in 
SL.  On the telephones in my house and on my Android, mute turns off 
the *microphone*, not the incoming sound.  (Ditto for some other 
apps I've seen, such as GoToMeeting.  "Hold" is the closest 
analogue, which turns off both directions.)  I'm guessing this is 
probably the source of some of the confusion.


Celi


On Fri, Nov 5, 2010 at 5:43 PM, Andromeda Quonset 
<<mailto:andromedaquon...@gmail.com>andromedaquon...@gmail.com> wrote:

FWIW,

I would also like to see the return to "Mute" instead of 
"Block".  With all due respect to your user testing, the telephone 
on my desk has a "Mute" button, not a "Block" button, and I consider 
it a very heavily used communications tool.  Perhaps there should be 
an option in preferences for setting the label for this function to 
either "Mute" or "Block",  as that would keep all of your users happy.


Thank you


At 09:10 AM 11/5/2010, Sarah (Esbee) Kuehnle wrote:
Thanks for the feedback everyone. I'm working on some updates to 
the pdf right now and will send that out for further review later today!


I can't promise all the suggested additions will go into the prefs, 
but I'll definitely look at each one as I'm making updates.


A few responses to those who's provided feedback so far:

@Marine - 1) The text chat logs have been fixed in 2.3 beta. 2) We 
changed the label from "Mute" to "Block" early on in V2 because our 
user testing indicated new users were confused about what "Mute" 
means and understood "Block" because it's used commonly in other 
communication tools.


@GeneJ - That for the reminder on that typo. It was pointed out in 
my OH the other week and I needed a good kick to remember to fix it! :)


@Wolfpup - We're just talking about skinning for now. In the 
meantime, I'm just gathering color options in one place. But you're 
right - future skinning preferences will likely require a restart 
before changes would take effect.


@Erin - I've taken note of your request for the numerical debug 
settings for sculpties. I'm not sure they make sense in this 
preference cleanup I'm doing now, but will be useful when I can 
focus my team on a sprint focused on content creation as some point 
in the near future. As far as local lights go, they've actually 
been added back in on the Mesh Project Viewer 
(<https://jira.secondlife.com/browse/SH-157>SH-157) (which will 
eventually be added into the main Second Life Viewer). I'll take a 
look at the other tickets you referenced today.


@Hitomi - Thanks for the additional settings. I'll review these 
this morning and see what makes sense to incorporate. That's a great list!


More updates from me soon!

--Esbee


On Thu, Nov 4, 2010 at 6:50 PM, WolfPup Lowenhar 
<<mailto:wolfpu...@earthlink.net>wolfpu...@earthlink.net > wrote:
I keep seeing people talking about user readable chat logs and from 
what I'm seeing in the current dev builds the logs are already back 
to plain text. I'm currently working on a feature that is dealing 
with chat and group/personal IM logs.


From: 
<mailto:opensource-dev-boun...@lists.secondlife.com>opensource-dev-boun...@lists.secondlife.com 
[ mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of 
Hitomi Tiponi

Sent: Thursday, November 04, 2010 4:37 PM
To: Opensource_dev
Subject: Re: [opensource-dev] Request for feedback - Preferences Cleanup

Thanks for the Preferences mock-up (must say that I rather like the 
anime look of them :)) - some really sensible stuff there.

Suggestions (all currently in Debug Settings):
Chat - adjustable life and fade times for Startup, IM and Group 
popups - I find they are too short for me to spot sometimes
Chat - Add in spinners to alter the number of times that IM tabs 
flash and the rate at which they flash at
Advanced - Move 'UI Size' slider to Graphics as KL and myself have 
done - it fits more naturally there
Graphics->Hardware - allow forcing on of Antialiasing (as the 
Viewer GPU presets often gets this wrong) or better still fix the presets :)

Move & View - put in spinners for amount of head movement
Move & View - Checkbox to allow double-click point-move in-world as 
an alternative to double-click teleport (which is welcome)

Move & View - Checkbox for 'Number keys move avatar'
Privacy - Check-box to select option to also create user-readable 
chat logs (as others have suggested) <- this is what I'm referring to.

Advanced - Checkbox for 'Show Grid Selection at login'
Advanced - Checkbox for 'Disable Camera 

Re: [opensource-dev] Request for feedback - Preferences Cleanup

2010-11-05 Thread Andromeda Quonset

FWIW,

I would also like to see the return to "Mute" instead of 
"Block".  With all due respect to your user testing, the telephone on 
my desk has a "Mute" button, not a "Block" button, and I consider it 
a very heavily used communications tool.  Perhaps there should be an 
option in preferences for setting the label for this function to 
either "Mute" or "Block",  as that would keep all of your users happy.


Thank you

At 09:10 AM 11/5/2010, Sarah (Esbee) Kuehnle wrote:
Thanks for the feedback everyone. I'm working on some updates to the 
pdf right now and will send that out for further review later today!


I can't promise all the suggested additions will go into the prefs, 
but I'll definitely look at each one as I'm making updates.


A few responses to those who's provided feedback so far:

@Marine - 1) The text chat logs have been fixed in 2.3 beta. 2) We 
changed the label from "Mute" to "Block" early on in V2 because our 
user testing indicated new users were confused about what "Mute" 
means and understood "Block" because it's used commonly in other 
communication tools.


@GeneJ - That for the reminder on that typo. It was pointed out in 
my OH the other week and I needed a good kick to remember to fix it! :)


@Wolfpup - We're just talking about skinning for now. In the 
meantime, I'm just gathering color options in one place. But you're 
right - future skinning preferences will likely require a restart 
before changes would take effect.


@Erin - I've taken note of your request for the numerical debug 
settings for sculpties. I'm not sure they make sense in this 
preference cleanup I'm doing now, but will be useful when I can 
focus my team on a sprint focused on content creation as some point 
in the near future. As far as local lights go, they've actually been 
added back in on the Mesh Project Viewer 
(SH-157) (which will 
eventually be added into the main Second Life Viewer). I'll take a 
look at the other tickets you referenced today.


@Hitomi - Thanks for the additional settings. I'll review these this 
morning and see what makes sense to incorporate. That's a great list!


More updates from me soon!

--Esbee


On Thu, Nov 4, 2010 at 6:50 PM, WolfPup Lowenhar 
<wolfpu...@earthlink.net> wrote:


I keep seeing people talking about user readable chat logs and from 
what I'm seeing in the current dev builds the logs are already back 
to plain text. I'm currently working on a feature that is dealing 
with chat and group/personal IM logs.




From: 
opensource-dev-boun...@lists.secondlife.com 
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Hitomi Tiponi

Sent: Thursday, November 04, 2010 4:37 PM
To: Opensource_dev

Subject: Re: [opensource-dev] Request for feedback - Preferences Cleanup



Thanks for the Preferences mock-up (must say that I rather like the 
anime look of them :)) - some really sensible stuff there.


Suggestions (all currently in Debug Settings):
Chat - adjustable life and fade times for Startup, IM and Group 
popups - I find they are too short for me to spot sometimes
Chat - Add in spinners to alter the number of times that IM tabs 
flash and the rate at which they flash at
Advanced - Move 'UI Size' slider to Graphics as KL and myself have 
done - it fits more naturally there
Graphics->Hardware - allow forcing on of Antialiasing (as the Viewer 
GPU presets often gets this wrong) or better still fix the presets :)

Move & View - put in spinners for amount of head movement
Move & View - Checkbox to allow double-click point-move in-world as 
an alternative to double-click teleport (which is welcome)

Move & View - Checkbox for 'Number keys move avatar'
Privacy - Check-box to select option to also create user-readable 
chat logs (as others have suggested) <- this is what I'm referring to.

Advanced - Checkbox for 'Show Grid Selection at login'
Advanced - Checkbox for 'Disable Camera Constraints'
Advanced - Checkbox for 'Limit the distance I can select objects at' 
and sliders/spinners for selection distance and amount you can drag 
in one step

Advanced - Checkbox for 'Show UI in snapshots'


No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1153 / Virus Database: 424/3236 - Release Date: 11/03/10

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges
___
Policies and (un)subscribe information availabl

Re: [opensource-dev] display names = the end of 1.x viewers?

2010-08-17 Thread Andromeda Quonset
Sounds reasonable to me.

I would like to extend this a little bit:  Suppose I can't login to 
the grid for some reason using my main AV.  And I need to login to 
take care of some things.  So, I login with an alt.
I would like a checkbox that says AllowOnlyMyAlts ToUseMyNameForDisplay.

Maybe have some blank spaces where I can list my alts, and have the 
permissions granted ahead of time, because when I can't log in with 
my main AV, I'm certain I won't be able to grant the permission then.

At 09:20 PM 8/17/2010, Daniel Smith wrote:

>What if I dont want someone to use my username as their display name?
>
>This seems like a reasonable request.  I shouldn't have to be a 
>celebrity, etc.
>I just want to avoid confusion.  Not to make a pun, but it's my namespace.
>
>I would propose that we get an account setting: AllowMyNameForDisplay
>Have it set to "no" by default.  If I feel like turning it on so that others
>can use my name, then fine, that would be me "opting in".
>
>cheers,
>
>Daniel

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] display names = the end of 1.x viewers?

2010-08-17 Thread Andromeda Quonset
I shall attempt to clarify my clarification.
I realize in point of fact that you are not 
saying that my current, login name, of Andromeda 
Quonset was going to change to something else.

What I was attempting to do was post what amounts to pseudocode.  My mistake.

What I said was if I set my DISPLAY NAME to "Andromeda DisplayName".

But, essentially, you are saying that if I set my 
display name to "Andromeda DisplayName", a script 
call to something like llDetectedName() is going 
to return "Andromeda Quonset" every time.  If I 
want something to return "Andromeda DisplayName", 
then it is going to have to be by using some new 
function we haven't seen such as llDetectedDisplayName().

You said that "* Scripts will work the same 
across all viewer versions. Scripts are server 
side. It does not matter which viewer you use."

I'm sure you are more aware of how the internals 
work than I do, but if scripts are server-side, 
and I am logged-in and interacting with a script 
that uses llDetectedDisplayName() (or 
llGetDisplayName), then it seems to me that what 
is returned to me would be whatever the 
server-side thinks my display name is, regardless 
of my being logged-in with viewer 1 or viewer 2, 
and regardless of which viewer the script writer 
was logged in with when compiled.

At 05:30 PM 8/17/2010, you wrote:
>* Scripts will work the same across all viewer 
>versions. Scripts are server side. It does not matter which viewer you use.
>
>* You will never be Andromeda DisplayName.

I was trying to use this as an example display name.


>* You will never be Andromeda Resident

I was also trying to use this as an example display name.


>* You will never be Andromeda.Quonset Resident

Well, that's good, because that looks ugly.


>* You will always be Andromeda Quonset to all 
>existing scripts and all scripts that do not use new DisplayName functions.

What I am concerned about is how scripts that use 
the new functions are going to work.


>* If you never use a new viewer and do not set a 
>display name you will always be Andromeda 
>Quonset to everyone else, no matter what viewer 
>they use. New llGetDisplayName function will 
>still return Andromeda Quonset. New 
>llGetUserName function may return  Andromeda.Quonset.

You are certain of this?  It was my understanding 
from the faq that if I don't set a display name, 
that the default will be "andromeda.quonset"
(Existing first name in all lower-case followed 
by a dot followed by existing last name all in lower-case)

My question about the functionality of scripts 
based on the viewer version is based on the 
history of some new functions that became 
available quite some time ago, and which 
functioned differently at runtime depending on 
which viewer one was logged in with, such as 
llDetectedTouchFace, which did require some 
viewer support to function correctly.


>* IF (and only IF) you use a new viewer AND set 
>a display name (lets say to "Andromeda") then 
>other people may see you as Andromeda. Any 
>scripts that do llGetDisplayName will get 
>Andromeda. If they do llKey2Name they will get 
>Andromeda Quonset. If they do llGetUserName they will get Andromeda.Quanset.
>
>* For a new user that registers as Joe1234 and sets their display name to Joe:
>llKey2Name will return Joe1234 Resident
>llGetUserName will return Joe1234
>llGetDisplayName will return Joe
>
>There is a big caveat here: It is possible the 
>LSL functions available that I see are not the 
>final versions or what will be released. But they should be very close.
>
>Â - Kelly


___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] display names = the end of 1.x viewers?

2010-08-17 Thread Andromeda Quonset
Sighs.  I see you misunderstood.  Perhaps I have, too, in usage of 
the word "Resident".

In my post, where I referenced "Andromeda Resident", change that to 
"Andromeda DisplayName"

In a script that has been compiled to use a new function, presumably 
compiled under a 2.X viewer, when an AV that is logged-in under a 1.X 
viewer, and activates the script compiled under 2.X, will need to 
have results returned to him based on a 1.X compilation, and not a 
2.X compilation in order to not cause a runtime error.

I doubt I will be doing any scripting anytime soon in a Client 2 
environment, given the major issues I have with viewer, like the 
entire world being a 4 x 4 inch area to work from in the middle of my 
22" widescreen with great big blacked-out edges to fill-in around 
that 4 x 4 inch area.  And there is the issue of the script editor 
being seriously broken.  Can't edit scripts without a script 
editor.  And there is the issue of doing an uninstall of the 2.X 
client, and having it delete 5 years of chat dialog as it tidies up 
after itself.

Best thing as I see it is to not implement it.  Maybe in 2012 we can 
look revisit it.

At 04:54 PM 8/17/2010, you wrote:
>This is correct. Andromeda Quonset will be Andromeda Quonset forever.
>At some point, new residents won't be able to choose a last name -
>only these will be "Resident"
>
>No existing script function will return different results than it does
>today. New script functions are added for fetching/referencing Display
>Names.
>
>On Tue, Aug 17, 2010 at 3:47 PM, Erik Anderson
> wrote:
> > My interpretation of what was said is that the script using a 2.X viewer
> > would NOT say "Andromeda Resident", SL is just stating that users in the
> > future will not be asked for a last name when they sign up, all new users
> > after that point would have a last name of "Resident", which the 
> 2.X viewers
> > would likely hide.
> >
> > On Tue, Aug 17, 2010 at 3:45 PM, Andromeda Quonset
> >  wrote:
> >>
> >> It appears to me that if I create a script using viewer 1.X, it will
> >> show as being created by Andromeda Quonset.  It also appears to me
> >> that if I create the same script using a 2.X viewer, that it will say
> >> it was created by Andromeda Resident.
> >
> >
> > ___
> > Policies and (un)subscribe information available here:
> > http://wiki.secondlife.com/wiki/OpenSource-Dev
> > Please read the policies before posting to keep unmoderated posting
> > privileges
> >
>
>
>
>--
>Brian McGroarty | Linden Lab
>Sent from my Newton MP2100 via acoustic coupler

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] display names = the end of 1.x viewers?

2010-08-17 Thread Andromeda Quonset
Indeed.  Wasn't there an issue in recent weeks/month with regard to 
the forum software and the case of the first letter of a name?


At 04:23 PM 8/17/2010, you wrote:
The fact that people have lower case first names isn't always a 
typo, in many cases it is intended.  Please do not force 
capitalization on names.




On Tue, Aug 17, 2010 at 6:13 PM, Bryon Ruxton 
<br...@slearth.com> wrote:

As you are implementing this, you may to consider forcing capitalization via
JavaScript or else on the first name (from the official actual username)
e.g. "first Linden" look bad as if there is a typo in there and such proper
nouns are normally capitalized.

I have always found it annoying to see lowercase first names. It is probably
mostly a result of omissions, but also tends to happen more frequently with
younger users. And as we "officially" will get 16 and 17 years old it is
much more likely to happen.

It happens a lot in shopping carts or any web user database if you don't
automatically capitalize first and last names or addresses by code, which I
now tend to do to prevent such inconsistence in postage labels, etc...
It would make for a more consistent database too.

On 8/17/10 2:41 PM, "Brian McGroarty" 
<s...@lindenlab.com> wrote:


> On Tue, Aug 17, 2010 at 2:34 PM, Lance Corrimal
> <lance.corri...@eregion.de> wrote:
>> ...
>> 
http://blogs.secondlife.com/community/features/blog/2010/08/17/display-

>> names-bringing-greater-self-expression-to-second-life
>>
>> ... I guess that means the end for logging in with 1.x based viewers,
>> does it?
>
> Old viewers will continue to work. Old accounts would continue to log
> in as they do today. New accounts log in with their username as their
> first name and "Resident" as the last name. (For the difference
> between username and Display Name, see the FAQ linked at the end of
> the blog post).
>
> Under the hood, for all legacy viewers and scripts, the only real
> change is that new accounts created after some point will only ever
> have "Resident" as a last name. The new Display Names won't replace
> usernames in any location within an old viewer.


___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] display names = the end of 1.x viewers?

2010-08-17 Thread Andromeda Quonset
Brian,

Thank you for responding. I have already left a post in the blog 
feedback, but I don't expect anything I post there to be taken seriously.

Most of what I work on in-world are scripts.  I am concerned about 
such things as llDetectedName and llKey2name getting confused and 
making scripts malfunction.  I assume that llDetectedKey would return 
the correct key regardless.

It appears to me that if I create a script using viewer 1.X, it will 
show as being created by Andromeda Quonset.  It also appears to me 
that if I create the same script using a 2.X viewer, that it will say 
it was created by Andromeda Resident.

In some of my products, I have access controls based on the name of 
the AV that touched the product.  The script in that product will 
have a notecard containing the avatar names of those AV's that are 
permitted to use the product.  Names being easier to work with than 
keys for some people.  The notecard presumably gets read into a list 
within the script.  The list is checked against the name that is 
returned by llDetectedName to determine access.  If llDetectedName 
should return Andromeda Resident instead of Andromeda Quonset, and 
the list only has Andromeda Quonset in it, then access won't be permitted.

list accessList; //assume names of av's that were entered into a 
notecard, and subsequently read into this list
string userName;

touch_start(integer
 
num_detected)
{
 userName = llDetectedName(0);
 if(llListFindList(accessList,[userName]) == -1)
 {
 llWhisper(0,"You are not on the access list, " 
+  username); //tell AV he isn't allowed to use this
 }
 else
 {
 userFunction(); //do whatever function the AV is allowed to do
 }
}

It seems to me that there is going to need to be a distinctive set of 
LSL functions to accompany the display names.  These might include 
llDetectedDisplayName, llKey2DisplayName,  and llDisplayName2Key.
It also seems likely that such new functions would only get 
implemented in a 2.X compiler, which is going to create an inter 
operability issue, which I think would be obvious.  Do you need some 
examples of these?

Andromeda




At 03:54 PM 8/17/2010, you wrote:
>On Tue, Aug 17, 2010 at 2:44 PM, Andromeda Quonset
> wrote:
> > Andromeda Quonset groans very loudly.
> >
> > How can we get this new "feature" cancelled before it ever gets
> > implemented?  Seriously.  Very bad idea.
>
>In the comments on that blog post, they say there will be a public
>beta. I would:
>
>1) Come up with insurmountable problems during open beta or provide
>other convincing feedback on why you think it's a bad idea, and
>2) get it in a JIRA that's linked to that project's meta JIRA (make
>that if it doesn't exist yet - before open beta it may not) or get it
>in the blog feedback from posts like today's announcement
>
>--
>Brian McGroarty | Linden Lab
>Sent from my Newton MP2100 via acoustic coupler

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] display names = the end of 1.x viewers?

2010-08-17 Thread Andromeda Quonset
Andromeda Quonset groans very loudly.

How can we get this new "feature" cancelled before it ever gets 
implemented?  Seriously.  Very bad idea.

At 03:34 PM 8/17/2010, you wrote:
>...
>http://blogs.secondlife.com/community/features/blog/2010/08/17/display-
>names-bringing-greater-self-expression-to-second-life
>
>
>... I guess that means the end for logging in with 1.x based viewers,
>does it?
>
>
>or could the whole login panel + auth code in 1.5 adapted to a
>username that consists of ONE string and no last name?
>
>
>bye,
>LC
>___
>Policies and (un)subscribe information available here:
>http://wiki.secondlife.com/wiki/OpenSource-Dev
>Please read the policies before posting to keep unmoderated posting privileges

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Open Viewer Development Announcement

2010-08-16 Thread Andromeda Quonset

At 12:56 PM 8/16/2010, you wrote:

On 2010-08-16 14:23, Henri Beauchamp wrote:



Well, the first improvement to do is to actually revert 80% of the UI
to the way v1.23's one was working, especially getting rid of that
moronic side bar is its modal tools which impair productivity and
user-friendliness... The question is: will LL finally admit that the
viewer 2 UI is a failure and widely rejected by 80% of its regular user
base, and accept a move in the way of "going back" (actually repairing)
UI-wise ?...


I've said this before, and I'll repeat it again here:

Don't waste everyones time suggesting that we 
throw away Viewer 2, or that we revert the UI to 
Viewer 1.   It is absolutely not going to 
happen, and any suggestion to that effect will be ignored.


That does not mean that we don't recognize that 
some choices in V2 were not optimal, and that 
some probably need to be revisited, and we're 
open to doing that.  But we will do it in the 
context of calm discussions of what problems 
exist and creative ideas for how to solve 
them.  We are not moving backwards, we are moving forwards.


Think about it for a minute - there are an 
infinite number of possible solutions for how to 
build a UI for a virtual world viewer - what are 
the odds that the first or second attempt 
produced the best possible UI?  We need new and 
creative ideas focused on specific problem descriptions. Â



At the risk of upsetting the decorum here, I just can't let this go by.
Mr. Oz Linden, perhaps YOU should depart from ALL 
viewer development.  Statements  of "It is 
absolutely not going to happen, and any 
suggestion to that effect will be ignored." are 
not going to endear yourself with the 
community.  Not that I can speak for anyone but 
myself, but your statement is extremely Draconian 
in nature and is only going to stir up trouble in 
the long run.  You should recognize that it is 
occasionally helpful to simply throw out the baby 
with the bath water, and start fresh. ___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] Banning by client

2010-04-30 Thread Andromeda Quonset
I went there.  I saw a "GC Continental" was on the ban list for both 
of the sims.  That was the closest I could find to you.

I am not aware of there being any autobanners that ban by client that 
any landowner or sim owner can use.  I don't know of any way to 
detect via script or estate or land controls what client someone is even using.

I do know there is maintenance going on, and regions being 
restarted.  Perhaps you were simply caught in a sim restart.

At 09:49 PM 4/30/2010, Glen Canaday wrote:
>There are autobanners that ban by client, no? Full-sim, estate ban?
>
>I'm on Snowglobe 2 and just got banned from both The Loft and The Loft
>II; both are furniture store sims. Can someone TP there and test if they
>get banned? If someone is banning by presence on the TPV list, then snow
>needs to be on it rather than listed separately... (tho I could have
>sworn it WAS on it)...
>
>--GC

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Thank you for updating the Viewer Directory requirements

2010-04-28 Thread Andromeda Quonset
On Wed, 28 Apr 2010 13:50:11 -0600, Andromeda Quonset wrote:

 > That aside, I investigated the application form for the 3rd party viewer.
 > It does ask for my real name, but has that already filled-out for me,
 > and is marked as something they won't publish.  It asks for age
 > verification, which I completed years ago.  They have my payment
 > information on-file already. It also asks for a secondary email address
 > to use with my viewer, and that I already publish widely.
 > It does NOT ask for the address for where I live.

 >>> It does... I just checked again... Henri.

Confirmed, it DOES require a snail-mail address.  I don't know how I 
missed it, unless perhaps the page didn't load 100% when I was 
looking earlier.  In any case, it is basically a non-issue for me, as 
I have an established box at the post office for my software business.

Andro

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Thank you for updating the Viewer Directory requirements

2010-04-28 Thread Andromeda Quonset

At 12:40 PM 4/28/2010, you wrote:

On Wed, 28 Apr 2010 18:02:24 +0200, Marine Kelley wrote:

> Hi, I'd like to thank whoever changed the application page on the Viewer
> Directory, the RL info fields used to be "publishable" (they had a little
> cross next to the little star indicating that they were mandatory), and
> that's what was holding me from registering the RLV there. Today I just
> noticed that these fields (RL name, address etc) are not "publishable"
> anymore, which mostly addresses the concerns I had before, namely having my
> RL info published without my agreement. 
Therefore I have applied to register

> the RLV on the Viewer Directory today, we'll see how it goes.

This is still *way* beyond what I am ready to provide to LL: it is *illegal*
in France to require private data that is not strictly necessary to provide
a service. Reference: Law Informatique et Liberté, Article 6, paragraph 3
(http://www.cnil.fr/fileadmin/documents/en/Act78-17VA.pdf), citation:
"The collected data [...] shall be adequate, relevant, and not excessive
in relation to the purpose for which their are obtained and their further
processing."

Being published in the directory should not be made conditional to the
divulgation of my real name and address. All what Linden Lab needs to
have is my avatar name and an ISP based email (which they both already
got): even in case of a legal issue, this info is sufficient for the
police or the justice to identify me.

Beside, given LL clearly states that they can modify the TPV policy at any
time, how could you be sure that they won't suddenly decide to reveal your
private data publicly ?... Another concern is about the security of your
data. Linden Lab has already an history with data theft (see:
http://www.bit-tech.net/news/gaming/2006/09/12/Second_Life_servers_hacked/1)
and this may happen again, particularly with secondary and weakly protected
databases such as the TPV directory.

Sorry, but I will not endanger my real life by risking to get my real name
publicly associated with my SL avatar name.
As a French citizen, I will go by the French law which allows me to stay
anonymous and preserve my private data.

I already raised this concern, but apparently Linden Lab is ignoring it...

For this reason and although fully TPV policy compliant, the Cool VL Viewer
will not be registered in LL's TPV directory.

Henri.


Henri,

I appreciate your reasons on this.  Also, I 
happen to predominantly use the Cool Viewer.
In addition, I also make a simple bot 
product.  Since it isn't "graphical", I don't consider it a "viewer".


I received an official-looking email 2 days ago 
from Linden Labs concerning third party viewers.

The first paragraph was quite interesting:

"This is just a quick reminder that the 
Policy 
on Third-Party Viewers will take effect this 
Friday, April 30, 2010. To continue to enjoy 
Second Life without interruption or 
inconvenience, please check to make sure that you 
are using the latest version of a compliant viewer."


This seems to me to be a contradiction to what LL 
has said here.  There is an implication that 
TPV's that are not in the TPV Directory will be blocked.


That aside, I investigated the application form 
for the 3rd party viewer.  It does ask for my 
real name, but has that already filled-out for 
me, and is marked as something they won't 
publish.  It asks for age verification, which I 
completed years ago.  They have my payment 
information on-file already. It also asks for a 
secondary email address to use with my viewer, 
and that I already publish widely.


It does NOT ask for the address for where I live.

As for data-theft issues, I am not 
unsympathetic.  A few months ago, Citicorp made 
an error and I was included in the group of 
_customers_ that had their Social Security 
numbers printed on the front of the envelope.


Andro
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] Brown-bag meeting to continue dialog on TVPV

2010-04-08 Thread Andromeda Quonset
It is my understanding that it is to be voice.

At 09:05 PM 4/8/2010, Frans wrote:
>Maybe we could setup a chat bridge?
>
>So people can comment from the web or opensim. Though that depends 
>if it is going to be voice or text.
>
>
>--
>Jeroen Frans
>Virtual World Technology Specialist.
>VesuviusGroup.com
>SL: Frans Charming

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] So you don't like the new TOS and wanna move to the OS grid?

2010-04-03 Thread Andromeda Quonset
Indeed.

You should see how far behind the scripting language is.

Here is a question I've always wondered:  is LSL  and/or Linden 
Scripting Language a trademark?  It isn't listed in the trademark page.

Andro

At 12:49 AM 4/4/2010, you wrote:
>I just tried using the SL 1.x client with OS grid for the first time
>this weekend. Overall the experience was plain awful, on a 10 megabit
>internet connection and GTX 285 1024meg
>
>
>Oddly, when giving the SL client the OSgrid URL from the command line,
>the client login page tells me that the Second Life grid is up, and
>the number of concurrent users in SL, etc. Why is the client not
>telling me the status of the OSgrid instead?
>
>On first login, the sim textures took forever to load. Like, after 5
>minutes I'm still standing in a sea of gray boxes.
>
>Simple physics only with the ground. All objects are phantom. I'd
>think the OSGrid default login would want to showcase the
>collision-resolving capabilities of the more advanced open physics
>engines, but oh well.
>
>When I search for sandboxes to try building stuff... odd, the search
>window shows me stuff from Second Life, not the OSGrid. Most teleports
>fail because it appears I'm getting links to SL sims that don't accept
>connections from OSGrid. Yep, I can find the Cordova Sandbox from the
>search page within OSGrid. (I don't think search should list sims that
>don't accept connections.)
>
>Searching for "osgrid" in the search window oddly turns up nothing.
>How am I to find sandbox sims in OSGrid? "Oh, just open the map and
>pick that way" someone tells me. Yeah that works well. the map shows
>about a 10x10 grid of sims nearby, but the rest of the map doesn't
>want to load. Timeout.
>
>I did actually manage to find another OSgrid sim to connect to, but on
>join it turned out to have a ping of 6000. (It would be useful for the
>search page to show a graph of the sim load for the last five minutes
>so we know if a sim is lagged out BEFORE we try teleporting.)
>
>And oh joy, I can't now "teleport home" to where I started. The OSgrid
>did something I've not seen happen on SL in a long time, where I seem
>to still be connected but all the traffic meters in the client debug
>(Ctrl-Shift-1) drop to 0 kbps.
>
>The inventory never loaded completely, even though as a new user it's empty.
>
>Relogin attempts attempting to login at the home location were just as
>slow and unresponsive.
>
>
>Yep, if you don't like the new SL client developer TOS, there is sure
>a great future to look forward to with the open source grid project.
>:-P

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Backport of Tattoo and Alpha support to v1.23 ?

2010-03-11 Thread Andromeda Quonset
At 10:42 PM 3/10/2010, you wrote:
>Andromeda Quonset wrote:
> > I'd like to see the entire alpha wearables support and feature
> > removed in it's entirety.  Ever since it was introduced, AV's are
> > generally invisible unless I am within 5 meters of them.  I'm more
> > than a little tired of attending meetings that are nothing more than
> > me, and a bunch of floating nametags that never rez.
> >
>That's a problem with your system, I'd imagine. I haven't heard that
>complaint from anyone, and it's highly unlikely that all those people
>were using 2.0 (and thus able to wear alpha masks) anyway. Though it IS
>possible, if they were indeed using 2.0, that they were intentionally
>wearing total alpha masks, which would make them invisible. But I'm
>betting on graphics card issues on your end. Open a JIRA with your exact
>specs, and hopefully someone can track it down. :)
>
>And if you don't like the idea of alpha masks, you've probably never
>worn a non-human avatar, or shoes. ;)
>
>Maya

Thanks for responding, Maya!

I don't think that the AV's I wasn't seeing were running 2.0, or were 
necessarily using an alpha mask.  I started seeing this with sim 
1.34.  I have tried several viewers, and it seems to be present in 
the viewer I prefer using:  The Windows Cool Viewer from Boy Lane 
that is based on the 1.22 viewer code.  I haven't seen the issue when 
I use Emerald, or viewers which are based on 1.23, 1.21, or 1.19 
code.  So, I am looking forward to the backporting of the 2.0 code to 
see if resolves the problem.

Otherwise, I don't really care one way or the other about alpha masks 
/ didn't care  until it started effecting me.  I have been known to 
wear shoes, and I have never been known to wear a non-human avatar, 
but it seems to me that alpha textures would be more of a hindrance 
than a help with non-human avatars.

Andro 

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Backport of Tattoo and Alpha support to v1.23 ?

2010-03-10 Thread Andromeda Quonset
I'd like to see the entire alpha wearables support and feature 
removed in it's entirety.  Ever since it was introduced, AV's are 
generally invisible unless I am within 5 meters of them.  I'm more 
than a little tired of attending meetings that are nothing more than 
me, and a bunch of floating nametags that never rez.

At 08:40 PM 3/10/2010, you wrote:
>On 03/10/10 5:35:53 pm, Henri Beauchamp wrote:
> > I found what was wrong in my patch. The new code now works properly, but
> > for a cosmetic glitch (avatar not being rebaked while in customize
> > appearance mode when changing an Alpha wearable) which I'm trying to
> > address.
> >
> > You can expect the next release of the Cool SL Viewer
> > (http://sldev.free.fr/) to include full Tattoo and Alpha wearables
> > support... ;-)

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Eclipse Guru's

2010-03-04 Thread Andromeda Quonset
I would be happy if the built-in editor could be upgraded to handle a 
larger source code file.


When I code, I am quite heavy on the commenting, as I maintain many 
scripts, and I rely on my commenting to refresh my memory about what 
I was doing, when I revisit a script that I haven't needed to touch 
for quite awhile.


I've had issues with a few of my longer scripts.  It seems that when 
editing, if the size goes beyond 65535 characters, I will start to 
get a beeping sound.  If I attempt to save that file, it sometimes 
fails to compile because I have lost parts of it off the end of the 
file...parts which sometimes I have to re-create from memory.  I 
usually have to start removing comments, or commented-out code, just 
to be able to save the file.


A basic function like this, shouldn't be asking for too much.

Otherwise, I wish I had a way to copy my source scripts to my 
computer without having to constantly resort to using copy/paste all the time.


Andro

At 01:28 PM 3/4/2010, you wrote:
On Wed, Mar 3, 2010 at 7:03 AM, Jonathan Irvin 
<djfoxys...@gmail.com> wrote:
I do often hear complaints and wishes for new build tools, what 
about us LSL devs?  Some things I would like are:

Better IDE in SL Viewer
API for compiling in LSL using various IDEs already available
Going along with #1, as suggested, integrating Eclipse or equivalent in SL.
LSL Wiki built into the editor
Detachable script editing window (To develop on one monitor & test 
in the other)

Entity relationship diagram system in SL viewer for visual coding.
I'm not sure that spending whole lot of time adding fancy features 
to the built in LSL editor is  that productive (we aren't trying to 
build an IDE, and there are a ton of really good extensible IDEs out 
there already), but I really like your idea of putting together an 
API. Someone could hack a service into the viewer that lets another 
process (like Eclipse or Monodevelop) perform limited operations on 
the inventory of the currently selected object.


We already have D-Bus 
integration in the GNU/Linux Viewer for SLurl support, so it 
shouldn't be too hard to expose something like an ObjectEditorProxy. 
It could allow an extension for your favorite IDE to enumerate the 
scripts that are editable in the currently selected object's 
inventory, fetch their contents, compile(), and add new scripts to 
the object's inventory. The IDE could also subscribe to events 
emitted by the viewer, such as ScriptAdded, ScriptDeleted, etc.


What might improve the situation quite a bit is if the server 
supported a capability that allowed the viewer to fetch all symbols 
exported by the simulator (all LSL functions and constants). That 
metadata could then be exposed to the IDE through the 
ObjectEditorProxy for intellisense support.


In the long run I don't know if this is a good solution, but it 
would certainly be an interesting experiment!


-Ambroff
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges